DND SWORDMAGE PDF

Intimidate Cha Swordbond By spending 1 hour of meditation with a chosen light or heavy blade, you forge a special bond with the weapon. As a standard action , you can call your bonded weapon to your hand from up to 10 squares away. You can forge a bond with a different blade using the same meditation process for instance, if you acquire a new blade that has magical abilities. If you forge a bond with a different blade, the old bond dissipates. If your bonded weapon is broken or damaged, you can spend 1 hour of meditation to recreate the weapon from a fragment. Swordmage Aegis The Swordmage Aegis class feature grants one of three at-will powers, aegis of assault , aegis of ensnarement , or aegis of shielding.

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You are able to use a bonus action to imbue weapons NOT currently equipped or enchanted with magic up to a max of your intelligence modifier. The weapon must be one-handed and deal either piercing or slashing damage. You are able to move the imbued weapons in any direction up to 20 feet per turn. You can use your Action to attack with all imbued weapons simultaneously instead of attacking yourself or to hold and attack as a reaction.

You use your Intelligence modifier when attacking with the imbued sword. If you are proficient with the weapon in question, proficiency applies to attacks as well to hit not to damage. Your imbued weapons do not occupy a space and can not be used toflanking opportunity. They also have to be within 40 feet of the user, otherwise, they will lose their imbued state and fall to the floor.

Imbuement does not require physical contact, a creature may use their action to attack the weapons if they deal more than 20 damage to the weapon it loses its concentration. Weapon Study[ edit ] Your curiosity grows as you use your magic to bond with your weapons and learn more about the weapons you come into contact with and you gain an insight into their history. You gain bonus attack damage equal to 1d6 as it bonds with you, sharing its memories. This raises to 2d6 at 5th level, 4d6 at 8th level, 6d6 at 12th level, and 10d6 at 20th level.

Bonds must be re-established after gaining a level in this class. For each level you take not re-establishing the bond, it will take you thirty minutes more on your next study for the specific weapon you lost bondage with. If you use this feature the weapon is destroyed and you may not use this feature until you have a long rest Techniques of the Blade[ edit ] You have practiced the way of the blade as you go about in your adventures to decimate enemies when they least expect it.

When you reach 2nd, 7th, 12th and 16th level, you learn 2 Techniques of your choice shown in the Techniques detailed at the end of the class description, you may only have two techniques active at a time and you may change up to two Techniques once per short rest. You may not have multiple of the same technique. Arts of Swordsmanship[ edit ] At 3rd level, your constant practice and concentration in sword handling and use, advances your techniques in the Arts of Swordsmanship. Your combat prowess and intellect helps you as you choose a unique style of battle from two different arts: The Art of the Duelist and The Art of the Mage, detailed at the end of the class description.

Your decision grants you a feature at 3rd level, and again at 9th level, 13th level, and at your 17th level. Ability Score Increase[ edit ] When you reach 4th level, and again at 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1.

Telekinetic Mastery[ edit ] You begin to master your mind and concentrate on objects as practice using your telekinetic powers in daily life. Bonds of Blood and Magic[ edit ] Your magic overloads you with immense power as your training and understanding of your swords heightens and shines.

Starting at your 6th level, your imbued weapons have added benefits depending on what path you chose and get other added benefits at 11th level. Whether it be by blood through your immense skills in battle, or by magic through your tactical ways between support and damage dealing madness. They will take 1d6 bleeding damage at the beginning of there turns for 1d4 rounds. You may also add one more technique to what you know.

A Touch of Magic If you chose the Art of the Mage, at 6th level, your way with the Weave of magic affects your swords in an enchanting way. Your swords become magical and will deal magical slashing or piercing damage. After its used, you must need a long rest before being able to use this ability again.

You may take an additional technique to use in battle. You may also gain the same benefits as if you were using the Dual Wielder Feature or increase the damage output of all your swords by one level to a maximum of 1d For example, if your short sword deals 1d6, you increase it to 1d8.

An Invisible Enemy If you chose the Art of the Mage, at 11th level you may control the battlefield with your use of telekinetic powers. You can regain this ability after a short rest. Your practices of telekinesis and your combat prowess grants you the ability to master more weapons than your intellect would normally allow.

You may imbue a extra sword at 7th, 11th and 15th level. All Or Nothing[ edit ] As you gain more and more swords in your arsenal you can now make all your swords fuse together into one giant sword and combine all the elements you chose. At your 18th level, you can make an attack roll against one Large creature or larger.

If you hit, the enemy has to make a Constitution saving throw. If it fails, it takes 10d8 magical slashing damage and any elements used on your swords are added with their bonuses if the bonus is not a damaging effect than add 1d6 to the damage roll. It takes half on a successful save, but the effects of the elements still take effect.

Telekinetic Breakdown[ edit ] At 20th level, once per long rest you push yourself to your limits to form a storm of weapons, debris, and items.

You gain two points of exhaustion. These mages want to join in on the fight along with their other swords to get the enemy down faster. Learning the Art of the Duelist means you are responsible for your swords and what you do with them. You have accepted that learning this art means a great responsibility is placed upon you as a Sword Mage. One With The Weapons At 3rd level, you are able to attack personally along with your imbued weapons and get ahead in the fight.

Through your constant sword practice and techniques you are able to take your action to attack with your equipped weapon and attack with your imbued swords as a bonus action. Sword Armor At 9th level, you can use any amount of swords to help block an attack from your foe.

You may place a sword to an ally to help take on damage as a bonus action on your turn. Monster Seeking Swords Your swords have understood your images of beasts, monstrosities and giants through your teachings. They feel your emotions as you talk about them and they want to defend you against those monsters.

At your 13th level, whenever a beast, monstrosity or giant is within a mile radius, your swords alert you and your team. If the creature is in a 30ft range, you may choose to send any number of swords to go after them. You may also split them to attack if more monsters are around you. Your swords get excited to fight and be like those legendary swords. The Art of the Mage[ edit ] More often, mages like to keep their hands clean from afar, torturing their enemies as they get struck down by the swords they wield.

You learn that you can multi-task dealing damage with your swords as well as casting spells that help support your allies or deal massive damage to multiple foes. You use your spells to your advantage whenever you are in battle.

Another For The Flock At 3rd level, being focused on your telekinetic powers instead of your fighting ability helps propel you on the path of being a real mage of swords. You can imbue one additional weapon to fight alongside you on your journey. Spellcasting[ edit ] By the time you reach 2nd level, you also have learned how to use deadly weapons magic along with your swords to help support your allies on the battlefield or make the enemies beg you for mercy.

Spell Slots[ edit ] The Sword Mage table shows how many spell slots you have to cast your spells of 1st level and higher. You regain all expended spell slots when you finish a long rest. Spellcasting Ability[ edit ] Intelligence is your spellcasting ability for your sword mage spells, since your magic comes from your knowledge of weapons and how they work best. You use your Intelligence whenever a spell refers to your spellcasting ability.

In addition, you use your Intelligence modifier when setting the saving throw DC for a sword mage spell you cast and when making an attack roll with one. You can also change your list of prepared spells after every 24 hours. Ritual spells have to be prepared in order to be used. Any creature within the area must make a Dexterity saving throw as the swords fly around rapidly slashing and piercing them at every turn. Otherwise, they take half damage. If it drops to 0, if any imbued sword is within 10 feet of you and is visible, you can make an attack roll.

If its successful, you can force a sword to come towards the enemy. Each dealing their respective damage. Summon Giant Sword At 17th level, you use all your concentration and select a point and roll a 1d4 for the amount of turns it will take to to summon it. Enemies have to make a Strength Saving Throw against your spell save DC or be blown outwards 15 feet. You can do this again after finishing a long rest. Techniques[ edit ] As you grow and understand your playing style, you learn techniques that help give you advantages in battle and can help allies if need be.

Sword Mages have always had these for generations and generations, it be wise to use them. Mastery Of Weapon Fighting Allows you to imbue one extra weapon, this weapon also gets proficiency to attack and ability modifier to damage. Chains Of Binding Bonus action, you can shoot out chains from your hands and attempt to grapple an enemy up to 60 feet away. The enemy has to make a Strength saving throw against your spell save DC or else become grappled.

The creature can attempt to break free from your chains by doing a Strength check against your spell save DC. Shielded You realize that a great defense helps make the best offense and help the survivability of your team. You are now able to imbue a shield that floats around you or an ally and must remain with 5ft of them granting the shields bonus. If the ally has a shield already, the bonus does not come into effect.

You gain three charges of the spell Cloud of Daggers and you regain these at the end of a long rest. Two handed Weapons You have the ability to imbue two-handed weapons that you have studied. Versatile weapons will also be considered two-handed when imbued. After 5th level, your maximum imbuement of two handed weapons is half of your ability modifier rounded down.

Retaliation Sometimes the enemy wins, but always having the last laugh is what you aim for in every battle. If an enemy attacks you and hits, and there is a visible, imbued sword 10 feet away from you, you can use your reaction to attack the enemy with your imbued sword.

Up to one sword can be used for this technique. Hidden Blade While an enemy focuses onto you, you can make a Stealth check to one of your swords. On a successful check, you can stab the enemy in the back as an action and gain advantage.

On a failed check, you gain disadvantage on your next attack roll. Collateral Damage You have learned since your training that the faster the sword goes, the more enemies you can take down. One of your imbued swords can exceed the sound barrier as it attacks multiple enemies.

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Changed Saving throw proficiency - Strength to Constitution. Added missing description for Ability Score Improvement. I see it in the chart. I know its not necessary, but its nice to have. I would revise the choice in proficient Saving Throws.

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Please log in to add or reply to comments. If you use spellstrike with a spell that allows repeat saving throws like levitate, will each subsequent saving throw after the first have disadvantage? That said, if you were to, say, multiclass into Fighter and get action surge, you COULD make a Spellstrike, then action surge to make an extra attack action if you wanted. Oversight or intended? My recommendation when I think someone else brought this up was; just let the player have the shield proficiency a level early so their build works. I just want to say I love the newer update to the swordmage.

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You are able to use a bonus action to imbue weapons NOT currently equipped or enchanted with magic up to a max of your intelligence modifier. The weapon must be one-handed and deal either piercing or slashing damage. You are able to move the imbued weapons in any direction up to 20 feet per turn. You can use your Action to attack with all imbued weapons simultaneously instead of attacking yourself or to hold and attack as a reaction. You use your Intelligence modifier when attacking with the imbued sword.

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